[MOD]: No Civilians and Taxis v202

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arcana75
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[MOD]: No Civilians and Taxis v202

Post by arcana75 »

Simple mod to remove all civilian and taxi ships from all sectors. It's a simple edit of the Jobs.txt file, updated to use with patch 2.0.2.

Downloadable as spk format:
http://sites.google.com/site/arcana75/x3-mods-scripts

:)
Last edited by arcana75 on Wed, 7. Sep 11, 15:21, edited 1 time in total.
fud
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Post by fud »

Heh heh, editing Jobs is rather fun, and makes for an interesting game. Pirates now have M6s, and TLs. Police patrols have also gotten some extra grunt with M6s. I've also given pirates all race ships and their respective variants (M3/4/5). So there's Pirate Mambas, Pirate Baracuda Sentinels, Pirate Jaguars, etc. Even saw a Nemesis Raider once. ;)


It is quite a lot more fun flying into a pirate sector, and seeing a patrol with pirate dragons, pirate mambas, and pirate elephants. :P


I gave weapon dealers M6s as well, I thought it seemed appropriate.
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arcana75
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Post by arcana75 »

That WOULD be interesting :twisted:
fud
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Post by fud »

Pretty cool to see a Yaki Nova Raider too. :)
Vanel
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Post by Vanel »

Do I need a fresh start with this or will it remove this stuff from my save game?
Cycrow
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Post by Cycrow »

it wont remove the stuff from your save game, but it will work.

u'll just end up with some blank entries for ships, but they will dissapear over time
Kaze
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Post by Kaze »

You updated it just like I asked =)
You are my personal hero for today! :)
fud
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Post by fud »

That reminds me, I think I'll add TLs to pirate patrols...
Schabernack
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Post by Schabernack »

Is this mod compatible with the newest official patch and bonus package?
If i uninstall it are the taxis there again?
i dont no where i've seen it, but there was a mod/script which only reduced the civ/taxi ships to 50%, would it make sence to make a scalable version or is it not worth the effort?
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arcana75
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Post by arcana75 »

Here's a full explanation of how this mod works for existing savegames:

1) When u first install the mod and load ur game, nothing happens.
2) Over time, civilian ships and taxis begin to reduce in number, until they are all gone. Note only Civilian ships and Taxis are affected. Special ships like Archeology Ship, Hospital Ship, etc aren't.
3) If u remove the mod and load ur game, nothing happens.
4) Over time, civilian ships and taxis begin to increase in number, until they are fully populated.

For new games, the game starts sans civies and taxis. If the mod is removed later, they are gradually reintroduced.

This mod is compatible with all patches if it's installed after the patches. It's a mod so it doesn't affect scripts that don't use the Jobs file. For example, I haven't looked but I'm not sure if it'll affect the Taxi mission script available in this forum.

I might add back taxis later...
Schabernack
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Post by Schabernack »

i think there wouldnt be a problem to install it as false patch either?
As long as there is no other script editing the job.txt?
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KanineLupus
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Post by KanineLupus »

I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??
BlackRazor
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Post by BlackRazor »

crayolakidd wrote:I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??
I can think about two reasons:

1) To improve performance

2) Because these ships sometimes dock at stations and if all stations clamps are occupied you cannot dock and you have to wait for one of the civilians to depart.
"For the love of the Fish-Queen!"
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arcana75
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Post by arcana75 »

crayolakidd wrote:I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??
If u want them, don't use the mod, simple. :wink:

Others want performance and don't miss them.
agleave
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Post by agleave »

arcana75 wrote:
crayolakidd wrote:I have to ask this ....WHY?? Taxi's and civy ships make for good capping fodder and thus nice pocket change (or in the case of TL's/TS's - free Uni-traders). Why on earth would you want to get rid of them??
If u want them, don't use the mod, simple. :wink:

Others want performance and don't miss them.
That is for sure! Other than the bonus of extra performance, the save game file size is less too.

AG
Skite
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Post by Skite »

Does this mod delete traders? Or purely the ones that actually say Taxi and Civilian? (They're never bigger than m5-3)
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arcana75
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Post by arcana75 »

Yes only those that specifically says Taxi or Civilian. However the special civilian ships stay like Hospital or Arena.

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